Thank you Xing.
I tried what you have suggested on Galaxy S2 and it doesn't work for me
(i.e. GPU raster is off).
Here is the Java code snippets:
public class MyActivity extends CordovaActivity {
@Override
public void onCreate(Bundle savedInstanceState){
XWalkPreferences.setValue(XWalkPreferences.ANIMATABLE_XWALK_VIEW,
false);
super.onCreate(savedInstanceState);
super.init();
super.loadUrl(Config.getStartUrl());
}
}
I used crosswalk-cordova-13.42.319.11-arm. I also try to reorder
XWalkPreferences.setValue or to remove super.init() but I got the same
result. Am I doing it wrong? Please advise.
Bnaya, I don't know if Chromium dev workaround the problem, but Galaxy S2
works with GPU raster and I didn't notice any issue. However, in Crosswalk
< 15 GPU raster is off (and we get much worse performance).
Thanks
Dan
On Wed, Jun 24, 2015 at 10:27 AM, Bnaya Peretz <[email protected]> wrote:
> Some samsung devices have drives issues that (i think) broke GPU
> rasterisation and was blacklisted. now they will also support GPU
> rasterisation?
>
> On Wed, Jun 24, 2015 at 3:34 AM, Xu, Xing <[email protected]> wrote:
>
>> The difference is in crosswalk 15(version since 12 days ago), we set
>> ANIMATABLE_XWALK_VIEW to false. Before this ANIMATABLE_XWALK_VIEW is true.
>>
>>
>>
>> For crosswalk 15, if you tried version generated after
>> https://github.com/crosswalk-project/crosswalk/pull/3089 merged(12 days
>> ago), ANIMATABLE_XWALK_VIEW will be false and gpu raster will behave as
>> chrome for android.
>>
>>
>>
>> For version before crosswalk 15(version since 12 days ago), you have to
>> manually add
>> "XWalkPreferences.setValue(XWalkPreferences.ANIMATABLE_XWALK_VIEW, false);"
>> before new XWalkView. Otherwise gpu raster will be totally disabled.
>>
>>
>>
>>
>>
>> Regards,
>>
>> Xing
>>
>>
>>
>> *From:* Crosswalk-help [mailto:
>> [email protected]] *On Behalf Of *Dan
>> Green
>> *Sent:* Tuesday, June 23, 2015 4:49 PM
>> *To:* Balestrieri, Francesco
>> *Cc:* [email protected]
>>
>> *Subject:* Re: [Crosswalk-help] GPU rastar and performance issues on
>> Crosswalk
>>
>>
>>
>> Thank you Xing for your answer.
>>
>>
>>
>> We use Cordova as a wrapper and Crosswalk as the runtime library for our
>> app. We don't use specific Crosswalk code or do any special customization,
>> so I'm not aware to ANIMATABLE_XWALK_VIEW and I may need to read about
>> it a little bit more.
>>
>>
>>
>> Anyway, here is the situation:
>>
>>
>>
>> 1. We use "clean" Crosswalk, no tweaks and no Java code involved.
>>
>>
>>
>> 2. On devices such as Galaxy S2 GPU rasterizaiton is off on Crosswalk and
>> CSS animations are very laggy.
>>
>>
>>
>> 3. On devices such as Galaxy S2 GPU rasterizaiton is turned-on on Chrome
>> and CSS animations are much better.
>>
>>
>>
>> 4. According to my last check from today, when using Crosswalk 15
>> (crosswalk-cordova-15.44.366.0-arm)
>> on Galaxy S2 GPU rasterizaiton is turned-on on Crosswalk and CSS
>> animations are much better. Our code wasn't changed for that of course.
>>
>>
>>
>> What is the difference between Crosswalk < 13 to Crosswalk 15? I need to
>> check also what happen in Crosswalk 14.
>>
>>
>>
>> Thanks
>>
>> Dan
>>
>>
>>
>> On Tue, Jun 23, 2015 at 11:32 AM, Dan Green <[email protected]>
>> wrote:
>>
>> Hi,
>>
>>
>>
>> I tested Crosswalk crosswalk-cordova-15.44.366.0-arm on LG G3, Galaxy S2
>> and Nexus 10, here are the results:
>>
>>
>>
>> LG G3 (Android 5.0): when using Chrome remote debugging I was unable to
>> check FPS or* '*Enable continuous page repainting', since when these are
>> opened, the performance drops significantly (e.g. from ~60 to ~20 FPS).
>> This is true for all devices. Overall, performance looks similar, maybe
>> slightly worse but I can tell exactly because the debugging tools are not
>> working properly.
>>
>>
>>
>> Galaxy S2 (Android 4.2, CyanogenMod): when I opened the app, after the
>> splash screen, I got a screen with a solid color of the HTML background
>> color and then black screen after few seconds. After few times I tried to
>> reopen it, the app was loaded normally. Again I couldn't measure it exactly
>> because of the problem with the debugging tools, but the FPS might be now
>> slightly better (the game runs with 50-60 FPS). The good news is that CSS
>> animations looks much better and indeed raster is now on! *Did you fix
>> this in Crosswalk 14?*
>>
>>
>>
>> Nexus 10 (Android 5.1): works even worse. FPS dropped from 4 FPS in
>> Crosswalk 13 to about 0.5 FPS :) (previously to Crosswalk 13 it was ~60
>> FPS). CSS animations are very leggy (but the problem in CSS happens in
>> Chrome too). Crosswalk for this device seems to be completely broken.
>>
>>
>>
>> Overall, this is a Canary build and it's unstable so it's hard to judge
>> about the issues above. I couldn't determine if the performance bug (
>> https://www.scirra.com/forum/crosswalk-performance-mega-thread_t125842) is
>> fixed - I'll try to check it also on Galaxy S3.
>>
>>
>>
>> Side note: upgrading to Crosswalk 15, I needed to change the code of the
>> class that inherits from CordovaActivity to override onXWalkReady(). This
>> change in the API is annoying since now we need to toggle the source code
>> each time we are testing different Crosswalk version.
>>
>>
>>
>> Thanks
>>
>> Dan
>>
>>
>>
>> On Mon, Jun 22, 2015 at 3:23 PM, Dan Green <[email protected]>
>> wrote:
>>
>> Ok. I'm not sure if it's possible, but adding the capability, when the
>> APK is built by users, to selectively drop features (i.e. modular
>> Crosswalk) will practically integrate Lite to the main branch.
>>
>>
>>
>> Nevertheless, the main concerns about currently using Crosswalk Lite are:
>>
>> 1) Is it consider to be stable as the regular release?
>>
>> 2) How often is it going to be re-based and applied with important fixes?
>> (current release is based on CW 10)
>>
>>
>>
>> Thanks
>>
>> Dan
>>
>>
>>
>> On Mon, Jun 22, 2015 at 2:56 PM, Balestrieri, Francesco <
>> [email protected]> wrote:
>>
>> > "Do you mean why it wasn’t promoted to the stable channel? " - No, I
>> meant, if it's indeed stable to use for production,
>>
>> > why Crosswalk lite releases are still separated from the regular
>> releases. It would be great to have the option to remove some
>>
>> > unused features and have smaller APK/consume less memory.
>>
>>
>>
>> Oh, sorry, I had missed the “lite” part in your original question.
>> Merging Lite to master would mean dropping a lot of features, so Lite will
>> always be a separate release.
>>
>>
>>
>> Francesco
>>
>>
>>
>> *From: *Dan Green <[email protected]>
>> *Date: *Monday 22 June 2015 14:37
>>
>>
>> *To: *Francesco Balestrieri <[email protected]>
>> *Cc: *"[email protected]" <
>> [email protected]>
>> *Subject: *Re: [Crosswalk-help] GPU rastar and performance issues on
>> Crosswalk
>>
>>
>>
>> "Do you mean why it wasn’t promoted to the stable channel? " - No, I
>> meant, if it's indeed stable to use for production, why Crosswalk lite
>> releases are still separated from the regular releases. It would be great
>> to have the option to remove some unused features and have smaller
>> APK/consume less memory.
>>
>>
>>
>> We are not sure yet if we are going to use Crosswalk lite (for the
>> concerns mentioned above), but it seems mostly wanted to have the fix for
>> Crosswalk 15 (assuming it indeed fix the performance issue) ported to
>> Crosswalk 14/ Crosswalk 14 Lite.
>>
>>
>>
>> Thanks
>>
>> Dan
>>
>>
>>
>> On Mon, Jun 22, 2015 at 2:26 PM, Balestrieri, Francesco <
>> [email protected]> wrote:
>>
>> > is the version with the fix is already available in the downloads?
>>
>>
>>
>> Yes, it is available since 15.44.365.0
>>
>>
>>
>> > Also, we understand that Crosswalk 14 lite is about to be released soon
>> and we are considering using it (mainly for performance reasons,
>>
>> > e.g. hopefully quicker startup time, memory usage etc.) . Is it
>> consider to be stable enough for production apps? If so, why isn't merged to
>>
>> > the main branch?
>>
>>
>>
>> Do you mean why it wasn’t promoted to the stable channel? We had a few
>> bugs and are waiting for the latest QA results before promotion.
>>
>>
>>
>> > Also, are you considering to port the aforementioned fix for Crosswalk
>> 15 to Crosswalk 14 lite?
>>
>>
>>
>> We haven’t discussed this yet, it sounds like you would want it?
>>
>>
>>
>> Francesco
>>
>>
>>
>> *From: *Dan Green <[email protected]>
>> *Date: *Monday 22 June 2015 14:15
>> *To: *Francesco Balestrieri <[email protected]>
>> *Cc: *"[email protected]" <
>> [email protected]>
>> *Subject: *Re: [Crosswalk-help] GPU rastar and performance issues on
>> Crosswalk
>>
>>
>>
>> Thank you Francesco for the very quick and informative response!
>>
>>
>>
>> We will test Crosswalk 15 for Nexus 10 and we'll update you as soon as we
>> done with that (is the version with the fix is already available in the
>> downloads?)
>>
>>
>>
>> We are looking forward to get any update about the GPU rasterization - as
>> I mentioned this is a huge performance hit and has a critical impact on
>> devices that it's turned off.
>>
>>
>>
>> Also, we understand that Crosswalk 14 lite is about to be released soon
>> and we are considering using it (mainly for performance reasons, e.g.
>> hopefully quicker startup time, memory usage etc.) . Is it consider to be
>> stable enough for production apps? If so, why isn't merged to the main
>> branch? Also, are you considering to port the aforementioned fix for
>> Crosswalk 15 to Crosswalk 14 lite?
>>
>>
>>
>> Thanks!
>>
>> Dan
>>
>>
>>
>>
>>
>>
>>
>> On Mon, Jun 22, 2015 at 1:48 PM, Balestrieri, Francesco <
>> [email protected]> wrote:
>>
>> Hi,
>>
>>
>>
>> I let someone else answer why GPU rasterization is turned off in
>> Crosswalk but not in Chrome (it shouldn’t, BTW). Regarding this:
>>
>>
>>
>> > Also, is there any improvement in regard to the subject in
>> https://www.scirra.com/forum/crosswalk-performance-mega-thread_t125842?
>>
>>
>>
>> You can follow the status here:
>> https://crosswalk-project.org/jira/browse/XWALK-3720
>>
>>
>>
>> In short, after some back and forth there is a fix in Crosswalk 15 and it
>> will be backported to the other current releases after it’s been verified
>> to work. If you have any chance to try Crosswalk 15 and let us know how it
>> works for you, that would be very helpful.
>>
>>
>>
>> Regards,
>>
>>
>>
>> Francesco
>>
>>
>>
>> *From: *Dan Green <[email protected]>
>> *Date: *Monday 22 June 2015 13:05
>> *To: *"[email protected]" <
>> [email protected]>
>> *Subject: *[Crosswalk-help] GPU rastar and performance issues on
>> Crosswalk
>>
>>
>>
>> Hi,
>>
>>
>>
>> Thank you guys for your great work!
>>
>>
>>
>> It seems that setting GPU rastarization off is a big performance hit. In
>> Crosswalk 13 GPU rastar is disabled for some devices (e.g. Galaxy S2) but
>> for the same devices it's enabled in Chrome and seems to work OK. There is
>> a huge difference in performance (specifically, in painting time) when
>> setting GPU rastar on/off. See detailed explanation in
>> https://crosswalk-project.org/jira/browse/XWALK-3614 (my comment from
>> today).
>>
>>
>>
>> Just to extend on this a bit more, we see differences in performance
>> between Crosswalk and chrome (in favor to Chrome) in other places. For
>> example, we see on Nexus 10 (Android 5.1) that our game runs on 4FPS (!)
>> when using Crosswalk 13 and 50-60 FPS on Chrome 43. Up to Crosswalk 10 we
>> had similar FPS (is it related to
>> https://www.scirra.com/forum/crosswalk-performance-mega-thread_t125842?)
>>
>>
>>
>> The performance issue is currently the most painful and critical for us
>> (actually, it's also true for anyone I know that is using Crosswalk, or
>> anyone that intends to use it but doesn't because of performance concerns).
>> I would expect Crosswalk to have a performance at least as good as the
>> corresponding Chrome.
>>
>>
>>
>> Why GPU rastarization is set off (for some device) in Crosswalk 13 but is
>> enabled in Chrome and works fine? Also, is there any improvement in regard
>> to the subject in
>> https://www.scirra.com/forum/crosswalk-performance-mega-thread_t125842?
>>
>>
>>
>> Looking forward to get updates on this.
>>
>>
>>
>> Thanks!
>>
>> Dan
>>
>>
>>
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